{{#set:Summary=Hybrid Elites are half mortal, half green magic. At some point early in their life a Hybrid Elite is infused with strong amounts of arcane energy. This painful infusion of potent magic can show physically in many ways such as scars or strange green eyes. The powerful energies that now course through their body grant them unnatural feats of strength.
|Length=20
|Minimum Level=1
|Base Attack Bonus Progression=Good
|Fortitude Save Progression=Good
|Reflex Save Progression=Poor
|Will Save Progression=Poor
}}
{{#set:Summary=Warriors infused with green arcane magics. Paragons of strength and aerial combat. }}

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Hybrid Elites are half mortal, half green magic. At some point early in their life a Hybrid Elite is infused with strong amounts of arcane energy. This painful infusion of potent magic can show physically in many ways such as scars or strange green eyes. The powerful energies that now course through their body grant them unnatural feats of strength. Hybrids can move quickly in the heaviest armor and preform long acrobatic leaps. They favor using large two-handed weapons to maximize their crushing power. Their physical frames also hide a great deal of their prowess and they often look no different from any other athletic member of their native race.

No two Hybrids are alike and each possesses a different set of talents and skills. Even so, they can almost always be found serving in military duties around the world. They enjoy serving, protecting, and they always give merit to becoming a hero. Of course, there are always a few black sheep. They are the exception, not the rule. Good or bad, law or chaos, they fight for their dreams and their honor.

Developed to make potent use of all things Strength a Hybrid becomes exponentially more powerful as they progress in levels. When working with a party it is important to remember that Hybrids do not possess the many feats and options of a fighter. They don't shield others well, command ground, use trip attacks, or do karate. They kill monsters. However, this simplified approach can make them a good option for first time players. Hybrid Elites always use common sense, leverage, and a collected mind to solve conflicts.

Hybrids have only one primary ability and can select six of their class skills. This being the case, it is always recommended to have a higher Constitution score than your subsequent Intelligence score. Hybrids are warriors first and craftsman last, so keep those hit points high.

Fusion (Ex):You are a perfect fusion of mortal and magic. You gain your Strength modifier to all saves. This replaces all other ability bonuses.

Aerial Blitz (Ex):You are a dangerous threat to land and sky. You gain a Jump Speed of 30 feet. You may leap in a straight line, in any direction, as a move action. This movement ignores difficult terrain and does not provoke attacks of opportunity.

All of your attacks following this movement are treated as a charge; you gain a +2 to hit and a -2 to armor class for one round. However you must jump at least 10 feet before attacking.

Finishing this movement while suspended in the air means you begin falling and suffer any falling damage during your turn. However you can finish this move action in the air and still make a standard attack before you begin falling.

Sprint (Ex):You tend to run everywhere you go. You can run at five times your base land speed and gain a +2 against opportunity attacks.

Haste (Ex):Yeah, your pretty fast. Three times a day, as a swift action, you can summon the effects of the Haste spell upon yourself. This lasts for a number of rounds equal to your Strength modifier.

Weapon Option (Ex):Your hand/eye coordination is flawless. Your deflect/projectile coordination is even better. You gain a +2 bonus to armor class against ranged attacks. At the beginning of your turn you may trade this bonus for 2d6 sneak attack damage as a swift action.

Athlete (Ex):You workout, a lot. You gain a +4 bonus to all Strength checks.

Soldiers Charge (Ex):You can attack with faster-than-light reflexes. Whenever you charge you can make a full attack. This can also be used with any aerial abilities.

Improved Aerial Blitz (Ex):Your skills improve by leaps and bounds. You gain a Jump Speed of 60 feet. This ability functions just like aerial blitz. Except:

You may change direction once, while in flight, when you come into contact with a solid surface from which you can pivot yourself. This surface can include the ground.

You cannot exceed your Jump Speed with this ability.

Resist (Ex):You can endure any climate. You are permanently under the influence of the Endure Elements spell.

Shockwave (Ex):Your critical attacks create a wave of destruction. Whenever you gain an automatic critical hit all opponents within 15 feet of your target take half damage from that attack. You can gain this bonus multiple times a round.

Freedom (Ex):Your completely unstoppable. You are permanently under the influence of the Freedom of Movement spell.

Epic Weapon Option (Ex):Your a master with a weapon. You gain an additional +2 to armor class against ranged attacks. At the beginning of your turn you may trade this bonus for 4d6 sneak attack damage as a swift action.

Epic Brute Strength (Ex):Your arcane powers manifest with vigor. You gain a +1 to your Strength score. You also gain an additional +2 to Strength checks.

Epic Aerial Blitz:You are at home just flying through the air. You gain a Jump Speed of 120 feet. This ability functions just like aerial blitz. Except:

You may change direction twice, while in flight, when you come into contact with a solid surface from which you can pivot yourself. This surface can include the ground.

Soldiers and Mercenarcies of diverse race and background. They can be found all over the world in very small numbers. Always noticeable with a large weapon hung from their back and strange green glowing eyes. Able to crush the strongest foe with their godly strength. Players of this class will have an great time smashing heads.